I receieved this message from my friends at Trick or Treat Studios!
We are excited to announce the Officially Licensed The Texas Chainsaw Massacre Game! A new tabletop game of horror from designer Scott Rogers, illustrated by Terry Wolfinger.
I receieved this message from my friends at Trick or Treat Studios!
We are excited to announce the Officially Licensed The Texas Chainsaw Massacre Game! A new tabletop game of horror from designer Scott Rogers, illustrated by Terry Wolfinger.
If you've never seen it before, it's available for FREE on Kanopy and Tubi.
https://kanopy.com/en/product/11057426
https://tubitv.com/movies/685771/
Recently, someone asked me "what needs to be in a board game contract"?
Negotiating a contract as a board game designer/inventor can be a tricky thing, especially if you've had no formal training in business - like me. But I have had to negotiate my own contracts in the past and have created a list of topics that you want to make sure are in your own contract:
1) Your advance. How much is it? How far from contract signing will you get paid? Does it come out of royalty? Do you still keep it if game doesn't get made?
2: Your Royalty Rate. How much is it (2-10% is average)? How often do you get paid? Is there a minimum that the game must sell to get issued a royalty check or does it roll over to next period? Does the rate increase if more than a set # of games are sold?
3) You advance/royalty on reprint copies or international translated copies. Do you get an advance or royalty for each language the game is translated into? If there is a second edition (or more) does your royalty rate go up?
4) 1st right of refusal for expansions, second editions, etc. Do you get "first crack" at any new material based on the core game? Do you get an advance/royalty on those derivative products? Do you get your name on the box/in the credits as the originator of the base game?
5) Kickstarter/electronic sales royalty. Often the prod. run printed for Kickstarter is different than those for traditional distribution. What % of the KS do you get (it should be higher than your normal royalty). The same is true for any games sold via Amazon, etc.
6) What is the payment schedule? How often do you get paid? What happens if there is a missed payment? What is the minimum that the publisher will pay? Is it paid electronically or via check?
7) Comps. How many copies of the game do you receive? I usually ask for a case or 6 copies. These are great for self-promotion, friends and family gifts, as well as a copy for your own library.
8) Credits. How are you credited? (be firm on which title you get - this is the #1 way pubs may "screw" you) Where are you credited? If possible, always on the box - front is preferable. But also demand to be listed in the manual and on the BGG website.
9) Rights reversion. If you are licensing your game (which is better than selling it) when do they revert back to you? What reverts back to you: design only or the art and other assets created for the game? Do you own the title too?
10) Additional copies of game. Do you have the option to buy more copies of your game from the publisher? Is it at wholesale price? lower than wholesale? Can you buy remaining stock if game stops being sold?
I suggest negotiating things like video game rights, toy rights, clothing rights, etc. into a different contract as they are moderately to severely different things from your board game. Your rights in your contract should focus on the board game and any "ancillary" products (like game mats, KS stretch goals, etc.)
Keep in mind that I'm not a lawyer. These are just the information and knowledge that I've picked up over negotiating contracts on my own and making mistakes, but I'm getting better at it.
I wish you the best of luck!
Board games also make great holiday gifts! Who wouldn't like to get a board game as a gift?
There have been so many fantastic board games published in the past few years it's hard to keep up! Here are my personal (meaning, games that I have actually played and enjoyed) recommendations for gifts for the board gamer in your life!
1. Horrified: American Monsters (Ravensburger)
A clever re-imagining of the excellent original Horrified that swaps Universal Monsters (Frankenstein, Dracula, The Creature from the Black Lagoon) for Creatures from American Cryptozoology. Players cooperative to protect victims from Bigfoot, Moth Man, Chupacabra and more while searching for the way to defeat the monster!
2. Marvel United (CMON)
If you can get past the chibi-styling of the minis (It took me awhile) you’ll find a very challenging and robust cooperative super-hero battler in Marvel United. Heroes attempt to stop the villains schemes using a clever chaining card play system.Thanks to two mega-successful Kickstarters there are tons of your favorite Marvel Universe characters (both good and bad) to choose from.
3. Dwellings of Eldervale (Breaking Games)
This one is for the gamer who can handle a more complex game. Dwellings is a hefty fantasy-themed worker placement, combat, area control game that features clever mechanisms including workers that transform into buildings and giant monsters that stomp around the board. Just make sure you have a large enough table to play on!
4. Quacks of Quedlinberg (Northstar Games)
I think I might have included this bag building, push-your-luck game on last year’s list but I continue to be charmed by this game. In it, you draft and pull chits from your bag of components to make a potion. But if you draw too many "bad" ingredients, your potion will explode! Two expansions later, and I’m still really enjoying it.
5. Roll Camera (Keen Bean Studio)
A quirky dice placement game that manages to capture the thrills and aggravation of movie making. Play as one of several film-making roles (including Director, Screenwriter or the Star!) to work together to have your film survive the development process. And, special bonus, the back of the board is a story-chart that you can use to brainstorm your own screenplay ideas!
The bees have decided to start selling their honey to the other woodland creatures in this delightful worker placement/economic game. Build your honey combs to generate honey to be sold in the forest. This game has some of the more mouth-watering looking components I've ever seen; try to resist the desire to put one of those gooey honey tokens in your mouth!
7. Santa Monica (AEG)
In this stylish card drafting, tile placement game, you are developing the boardwalk and beaches of Santa Monica. Each turn, you draft a feature card from the display to build up either your beach or your street. These features work together to score you victory points. The player with the most points wins!
8. Forgotten Waters (Plaid Hat Games)
This semi-cooperative game (you ARE pirates after all) captures the feel of the classic graphic adventure games of the 90's. Each player mans their own station on the ship (Ship's wheel, cannons, supplies, etc.) as you sail around a fantasy sea, discovering islands, fighting other pirates, encounter monsters and capturing treasure! Yo Ho, adventure is waiting!
9. Abandon All Artichokes (Gamewright)
If you are looking for a cute family card game, then you'll want Abandon All Artichokes. The goal is to rid your hand of artichokes before the other players. It's plays very quickly and you'll find yourself wanting to play "just one more round"!
10. Under Falling Skies (Czech Games)
Sometimes, you don't have anyone else to play games with. That's ok, because you have games like Under Falling Skies - a solo dice placement game where you are fending off an alien invasion (think Space Invaders). It's quick and challenging and very thematic!
I hope that you try out some of these recommendations - you can find them at your friendly neighborhood game store, Barnes and Noble or Amazon.com.
Got your own recommendation? Post it in the comments below!
Happy Holidays!
In which I take a deep look at some of the Maximo bosses I've helped create:
Probably my favorite thing to design for a video game is a good boss fight. By my count, I have designed a couple of dozen of these fights. In my experience, the best boss fights are comprised of the following components:
1) A memorable looking character
2) Interesting/funny/threatening behaviors
3) A perceivable pattern to those behaviors
4) A clear method for the player to defeat the boss
When I joined the Maximo team at Capcom, one of the first things I tackled were the boss fights. Some of the themes of the levels had already been determined - such as the opening graveyard level, which was a homage to the first level of the classic game Ghosts n' Goblins.
My task was to create who would be the "boss" that Maximo would fight. Since the action was in a graveyard, I came up with a "gravedigger" character.
Sadly, the arena didn't work out (If I remember correctly, it might have been due to either AI issues or camera issues) but the design of Ghastly Gus, the Gravedigger boss stayed. These are the designs used to create this boss fight.
As with all of Maximo's character designs, after I had figured out what they might look like and how they behaved, my designs were sent to Susumu Matsushita in Japan - who painted the character's final look.
Under Matsushita's pen, Ghastly Gus went a "Peter Lorre-type" to a more traditional "Frankenstein-type". It was fun to see Gus later created into an action figure from this design.SPOILERS!
Maximo is despondent, thinking that Sophia has been transformed into the demon Queen he just defeated, but Grim points out that she is still alive... which I thought set up the sequel nicely.
The storyboard ends with my nod to that classic film Casablanca - a film which I had fallen in love with while in film school (and might have even colorized in my first job out of college - d'oh!)
I hope you enjoyed this rare look at the making of Maximo: Ghosts to Glory!